void tvgDrawCmds(tvg::Canvas* canvas)
{
+ if (!canvas) return;
+
//Create a Scene
auto scene = tvg::Scene::gen();
scene->reserve(3); //reserve 3 shape nodes (optional)
{
//Create a Canvas
swCanvas = tvg::SwCanvas::gen();
- swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT);
+ swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888);
/* Push the shape into the Canvas drawing list
When this shape is into the canvas list, the shape could update & prepare
void drawGLview(Evas_Object *obj)
{
auto gl = elm_glview_gl_api_get(obj);
- int w, h;
- elm_glview_size_get(obj, &w, &h);
- gl->glViewport(0, 0, w, h);
gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl->glClear(GL_COLOR_BUFFER_BIT);
- gl->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- gl->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
- gl->glEnable(GL_BLEND);
if (glCanvas->draw() == tvg::Result::Success) {
glCanvas->sync();
cout << "tvg engine: opengl" << endl;
}
+ //Threads Count
+ auto threads = std::thread::hardware_concurrency();
+
//Initialize ThorVG Engine
- if (tvg::Initializer::init(tvgEngine) == tvg::Result::Success) {
+ if (tvg::Initializer::init(tvgEngine, threads) == tvg::Result::Success) {
+
elm_init(argc, argv);
cout << "engine is not supported" << endl;
}
return 0;
-}
\ No newline at end of file
+}